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Damage Over Time - Dots

Discussion in 'General Discussion' started by Demetri_Dominov, Apr 3, 2014.

  1. Tell that to the TT nades.
    No, thats what the Destroyer Hive is for.
  2. I would assume the damage of the flamer would drop the farther it has to go to hit so a long hallway could drop the dps enough that a bolter could kill the flamer before being severely injured. Also on short distances in tight halls a grenade around the corner should be enough to get the flamer back a bit. The ammo capacity would also be a big factor, to suppress a hall you would need to keep a near constant spray to keep the enemy back. If they add ammo boxes that can be dropped like in ps2 this wouldn't be as much of an issue but if you need to find a station to re-equip station or perhaps a transport vehicle then this could balance there use for constant suppression.
  3. How does the TT rules handle grenades? I was thinking along the lines of how they worked in Space Marine.
  4. Fox Fox Active Member

    DoTs are just a type of debuff. The real question is what sort of buffs and debuffs will be in the game.
    PlaguePriest likes this.
  5. Plague Malgaroth Cipher

    I'm hoping for all sorts to be honest. Working versus Eldar and Chaos, debuffs should be huge. And with SM and Orkz, and also Eldar, buffs are gonna be a big deal.
    Debuffs to decrease armor values, maybe lessen maximum health, slows, A fun one would be damage whilst moving, etc.
    Debuffs could be most of the opposites of these, minus damage whilst moving. Perhaps a buff for a sort of vampirism mechanic? Health gained based on damage dealt, a righteous zeal sort of thing.
  6. Kaazid GarySharp Well-Known Member


    That depends on the grenade, frag grenades do no damage but prevent an enemy in cover from shooting at you when you charge them to get into CC (force them to keep their heads down, krak grenades are single target and do the same damage as a krak missile but at a short thrown range, melta grenades have the same damage as a multimelta but are single target sticky grenades that you use in CC against vehicle (so not a thrown weapon).

    To be honest there are 3 types of normal flamer; handflamer (pistol), flamer (gun), heavyflamer (heavy weapon). They all have an increasing AoE template increasing damage etc.

    Other than a DoT effect the cone of a flamer weapon is really, from a metagaming point of view not really much different to firing a weapon on full auto and spraying the same area with bullets. The flamer has 4 advantages over an automatic weapon of the same catagory;

    1. more ammo for the area covered
    2. ignores cover
    3. DoT mechanism
    4. AoE weapons help races such as Orkz that have trouble with shooting accuracy.

    It's biggest disadvantage over an automatic weapon is a lower damage ratio for a weapon of it's category (a heavy flamer does less damage than a heavybolter).
    vaevictus333 likes this.

  7. thanks for the info on the TT rules. For the flamers the visual effect could also be advantageous if properly implemented. Seeing the shooter through a gout of fire isn't exactly easy so it could be used to lessen the effectiveness of return fire.
    Gary Sharp likes this.
  8. Kaazid GarySharp Well-Known Member


    It will also light the user up like a neon light breaking any chance of a small covert skirmish, you'll be seen from a great distance.

    One thing I do hope for is that they implement Ork burnas as per the TT, which makes them a cone AoE that can also be used as a powerweapon in CC.
  9. Could set the burna to change fire modes instead of having a aim down sights function. Would make an assault think twice before jumping into a pack of orks.
    Gary Sharp likes this.
  10. Joachim Jochon Deputy Ecclesiarch


    View: https://www.youtube.com/watch?v=HtvIYRrgZ04#t=114
    (The link thing's malfunctioning. Jump to 01:53 for the joke)

    I guess that everything (good and bad) that there is say about DoTs has already been said, but I'd like to say that I'm for quick and painful DoTs like catching on fire from a flamethrower. I'm not that keen on low damage long-lasting DoTs like many of the horrors a Warlock might toss at you in the World of Warcraft. Those kinds of DoTs are good for RPGs, but they're not great for shooters.

    An idea for how flamethrowers could work is that they constantly spray you with damage, and if they get to affect your health you catch fire. This would let you dodge and flee away from fire without suffering too dire consequences, but if you're slow and let the thing burn through your shields (literally) you will get punished for it, and dodging away might not even save you.

    To make an example: Let's say you're being burned by a Burna (what else would it do?) and you dodge out of it with some of your shields remain intact, then you should be fine. However, if the fire touched you after your shields broke you should catch fire (lose an additonal 25-50% of your HP over a duration of 2 seconds). You might already be dead (unless there's a medic nearby) within the next two seconds, but since you dodged out of the much more rapidly damaging flamethrower, you've got a chance to retaliate and kill your maybe-murderer (if you're fast).

    p.s. I know that have a lot to offer this thread, but to be honest, I just wanted to share that part of the video with you guys.

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